edit: If you want the full SPV3 tagset I can shoot that over to you, whole thing is on dropbox.Edited by Masters1337 on Jan 26, 2018 at 04:51 PM

Not sure if serious.

I'll probably redownload SPV3 if I go that route as the version I had was the beta you sent me about a year ago.

But that cityscape map, if it's the same one I downloaded, was a rectangle with like 4 poorly made buildings and some roads. I'll redownload tonight and check again, but I had found a map that looked very similar that was extremely dull.

I'm looking into converting some of the Financial District structures into scenery items as well, things like the tops of the buildings or other structures. I may also close up the courtyard area of the BSP and save myself a mess of polys there.

edit: If you want the full SPV3 tagset I can shoot that over to you, whole thing is on dropbox.Edited by Masters1337 on Jan 26, 2018 at 04:51 PM

Not sure if serious.

I'll probably redownload SPV3 if I go that route as the version I had was the beta you sent me about a year ago.

But that cityscape map, if it's the same one I downloaded, was a rectangle with like 4 poorly made buildings and some roads. I'll redownload tonight and check again, but I had found a map that looked very similar that was extremely dull.

I'm looking into converting some of the Financial District structures into scenery items as well, things like the tops of the buildings or other structures. I may also close up the courtyard area of the BSP and save myself a mess of polys there.

Do yourself a favor and just use a modded Zteam tagset instead of trying to mess with the SPv3 one. You'll find out that a lot of corners were cut with it and you'll end up running into issues if you dont have it set up in the particular way they did.

Beyond that, Kirby actually made a much closer, near 1:1 recreation of the H2E3 2003 demo, and all things considered i dont think he would mind sending it over to you to have fun with or integrate in general.

I also agree that the E3 level should be added in maybe even combined with the New Mombasa map that was created by the H2CE team. To add to all of this I believe there is a recreation of the entire city of New Mombasa with their respective pieces of map geometry fitted to where they belong in the actual city.

If this interests you I can try to find it. I believe it was a rough sketch up model. (Just for you to use as reference).Edited by Ki11erFTW on Jan 26, 2018 at 09:59 PM

I've already incorporated the New Mombasa bsp, it's combined with a structure from H2's map called Metropolis, and Jahrain's map called Chronopolis.

I'll get into touch with kirby regarding the E3 section as there's such interest. I can incorporate it into the bridge geometry which is pretty lacking but needed as an icon.Edited by DeadHamster on Jan 27, 2018 at 07:31 AM

I agree mainly with Bungie, but I'm sure masters meant something similar to terminals using a reference to an implementation of halo.

I'll be utilizing the size of the city for mini quests, equipment/weapons/ammo, and of course a plethora of easter eggs and secret weapons. This city is huge and I plan to take advantage of that. I'm able to compile well past the model data limit and I'll be seeing how much I can take advantage of every memory extension OS provides. Outside of that, one of the biggest helps to this mod is the heavy utilization of child scenarios. It lets me separate things which makes editing much simpler; I have my AI and scenery in entirely separate scenarios for example, and one simply references the other with tool condensing them at map creation. A few stub scripts allows me to reference objects stored in other scenarios so that I can make my AI from scenario A use the vehicles in scenario B.

Outside of TheCerealKiller, I don't know of anyone else who's made use of child scenarios, including CMT's SPV3 which could've utilized them more than any other mod. They're fantastic and horribly unappreciated.

And since you've all read that rant, I'm now rewarding you guys with a small update;

You guys all agreed that the tunnels were detrimental to map flow, so I've removed about 75% of them from the level. (Ignore the tunnel coming out sideways from Financial District to nothing, as that's just a copy/pasted section I haven't used yet) I may have one more BSP related surprise coming for you guys, just be patient until then.

I don't think the terminals would need to be anything fancy, just would be fun to find them all like in Mombassa Streets.

We used Child scenarios pretty extensively for SPV2 and SPV3 maps. Often times we would use tag extraction to later merge them. You can tell where bungie used them due to multiple refs to the same tags in the pallette.

I'll look at these when I get home, and decide if I want to replace my tunnel system with them.

Unfortunately, I've already put a lot of work into fusing these tunnels with the existing geometry. I'm really pretty done with the BSP model, I'm refusing to add any more BSP sections and modifications will be at a minimum.

I'm still pushing for a July 9th release date. By next week I should have another map build for the BSP changes, so you guys can let me know if the new layout is preferred.

I wish you had shown me those a year ago. Would've gladly used them. But the tunnels I have are about half that size across, and I'd have to rework the entire entrance/exit of every BSP to accommodate.

With that said, the BSP is nearly final (again).

Do not expect any additional pieces of geometry or levels. This is it guys.

Bloodgulch used for size comparisons.Edited by DeadHamster on Feb 22, 2018 at 08:12 PM

After reviewing the cityscape BSP everyone was talking about, I can confirm it's a 90% accurate representation of the geometry from the E3 beta. It's already been added to the geometry; you can see in the above picture it's added at the far end of the bridge.

Watching the E3 beta footage alongside the map, the geometry matches in nearly all places. The reason it isn't perfectly matching is that it isn't a showcase; the E3 map wasn't finished or proper in any way. It had an entire section that didn't have an exterior wall and was just open skybox. The person controlling the player looks that way momentarily before turning away so the audience wouldn't notice it. There are other sections of the level that are similarly incomplete, but that can't be noticed because of the actions of the person running the demonstration.

Quote: --- Original message by: DeadHamsterAfter reviewing the cityscape BSP everyone was talking about, I can confirm it's a 90% accurate representation of the geometry from the E3 beta. It's already been added to the geometry; you can see in the above picture it's added at the far end of the bridge.

Watching the E3 beta footage alongside the map, the geometry matches in nearly all places. The reason it isn't perfectly matching is that it isn't a showcase; the E3 map wasn't finished or proper in any way. It had an entire section that didn't have an exterior wall and was just open skybox. The person controlling the player looks that way momentarily before turning away so the audience wouldn't notice it. There are other sections of the level that are similarly incomplete, but that can't be noticed because of the actions of the person running the demonstration.

I have an idea... (this surprises me too...)i can fondly remember when chief was on the highway in a hog?? anyway there was a shadow convoy, and they stopped shooting once you got into the tunnels and started again as you left. well what im trying to say is there could be some moving scenery of invulnerable shadows, or... you could make them destructable but despawn a little after destruction...tell me what you think of that(probably a terrible idea, ive got alot of those)Edited by Reshirom200 on Mar 10, 2018 at 03:28 PM

This project has it's origins in a much different layout. Originally starting in the map New Mombasa, a roadway tunnel connected to a ladder which took you into Turf. From there an entrance to a BSP I had constructed from HangemHigh which had been built into a halfway decent zombies map with a working gun purchasing menu in the UI.

As for updates; ODST BSP has been dropped. I had rigged up nearly half the BSP with exact portals, which is very difficult in an exterior level. One section repeatedly through errors relating to portal seals, despite there being no gaps. After about a week of no success in debugging, I've decided to move past it. There will be no replacement BSP unless someone can mention an already completed structure or map that should be featured.

On a further note, somebody should post "Oh wow exciting" so that I can post my April Fool's update later this evening.

Quote: --- Original message by: DeadHamsterAfter reviewing the cityscape BSP everyone was talking about, I can confirm it's a 90% accurate representation of the geometry from the E3 beta. It's already been added to the geometry; you can see in the above picture it's added at the far end of the bridge.

Watching the E3 beta footage alongside the map, the geometry matches in nearly all places. The reason it isn't perfectly matching is that it isn't a showcase; the E3 map wasn't finished or proper in any way. It had an entire section that didn't have an exterior wall and was just open skybox. The person controlling the player looks that way momentarily before turning away so the audience wouldn't notice it. There are other sections of the level that are similarly incomplete, but that can't be noticed because of the actions of the person running the demonstration.